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Release notes version 1.4
It is able to generate correct shadows on both sides of the object.
This technique is especially useful for vegetation, ensuring that shadows are consistent and realistic in all situations. This contributes to the immersion and overall visual quality of the game.
Currently, while there are still no specific updates focusing on the engine internal text editor, we continue to perform necessary maintenance. With the new features of Python, such as the match statement, keywords related to this feature are now highlighted in the editor, such as "match" and "case".
In Windows systems now has support for dark mode in window.
New graphical improvements that improve the quality of games made on Range Engine!
- Added support for 'Tangent Shading' option to make anisotropy possible.
- Wardison shader model uses roughness value.
- Phong and CookTorr shaders uses roughness input.
- Energy conservation now uses pixel variant result instead of uniform shader inputs.
- Equirectangular World texture ugly seam got fixed by using 'texture2DLod' glsl function.
- Each light now contributes with a Ambient component calculated through their attenuation factor.
- Subsurface scattering shader was completely refactored
- to account for low and high scale light scattering.
- energy conservation rework.
- Added simple ggx model for when shaders are off.
- Lambert Custom diffuse shader model now uses "translucency" to determine the light diffuse reflectivity.
Range Engine 1.4 brings new PBR shading to improve texture quality The goal is to produce realistic images that are consistent with the laws of physics, including the behavior of light on different surfaces and lighting conditions.
Alpha multiply create a smooth blend between two objects using their transparency (alpha) values unlike "Add" which adds the color values of the two objects, resulting in a brighter image.
It can be useful in cases like special effects, adding is sometimes a rough blending method and may not give the desired result...
One of the great features of this new version is animation events, it is a fundamental feature to create animations with complex effects and behaviors.
Also available on logic bricks!
Able to change the object color of the object, useful for making effects.
With the new debug mode it is possible to debug your game more easily in real time, there are several interesting features and functionalities in it! Debug Mode continued to receive improvements over time.
Community request, Animation Culling offers the option to disable/enable the culling exercised on the armor, sometimes you will have problems with this if you want to make cutscenes in real time for example.
Brings improvements in simulation accuracy, allowing you to obtain more realistic and attractive results. SSS ReWorked offers faster and more accurate subsurface rendering, which means your translucent materials will look more natural and smooth.
The Physics LOD Update option causes the level of detail (LOD) of objects in the scene to update not only the mesh, but also the physical mesh. Use when needed as it has a high performance impact.
One of the cool things that changes the face of the gameengine in the preview is the support for icons in the viewport!
Can be customized by the user, the images are in 2.79 > datafiles > view3d_icons.
UI Interface received several improvements and fixes.
Thanks to the LATE project we managed to speed up the interface development process.
various other interface changes, as well as the initial decorator implementation
Range Engine now has a new layer of protection for files called ".rasec". This is a Range Engine exclusive file extension that offers an additional layer of security for you games, use in conjunction with Range Armor which already has support for this file type!
Range Armor has been improved with new changes across the board, it should now work in conjunction with range engine rasec files. Now exported games in the new version can offer a great improvement in the speed of initializing the games, better security and in addition to fix several bugs in the files.
with the object pencil it is even easier to add various objects on the terrain.
Just select the object, then click on PickObjects, select the terrain and click on DrawClones, start adding!
Components Label brings the facility to register/create components. no longer need to suffer to add a component to the object.
Add your scripts in the folder called "scripts", you can also create subfolders to organize your project.
- added bge.render.getGraphicsCardRenderer() functionality requested by the Chaosfuchs supporter, This returns the graphics card name.
- added Copy Components To Selected Feature requested since legacy version, but never added...
- Remove SlowParent from editor This is something that haunts many Devs, SlowParent in the editor. It moves the objects unwanted. Only removed from the editor, GameEngine code will remain.
- KX_Speaker initial support (see b9edd6a)
- Change the loading window background color (see 39d90ea)
- UI: TAB Backend (see b3c266f)
- UI: Initial popover support for panels (see c5907db)
- Shading: Rewrite Mapping node with dynamic inputs (see f0e17ff)
- alignAxisToVect() is deprecated, now use LookAt() (see 8a3103d)
- Animation: Fix deformable objects culling (see 1827ca4)
- Fix bpy undefined symbol (see 997adbe)
- Fix missing keys with certain keyboard layouts (see 7016501)
- Fix material tab is gone (see b6f8641)
- Fix missing keys with certain keyboard layouts (see 7016501)
- Fix KeyToCharMap Table (see 3c21310)
- Fix missing keys with certain keyboard layouts (see 7016501)
- Fix NC_LOGIC notification to "new" NC_GAME tab (see b1ca3c8)
- Fix Add Torus (see 0e5f95c)
- Fix NC_LOGIC notification to "new" NC_GAME tab (see b1ca3c8)
- Fix wrong crt for libjpeg and pthreads (see 77d603e)
- Fix const char *stype (see 05c2bbb)